TY - GEN
T1 - Applying the technology acceptance model to investigate the factors comparing the intention between EIVG and MCG systems
AU - Hong, Jon Chao
AU - Tai, Kai Hsin
PY - 2011
Y1 - 2011
N2 - This study investigated technology acceptance model of students by using Embodied Interactive Video Games (EIVGs) and Mouse Click Games (MCGs) to learn English tenses. Junior high students (N = 200) were selected, and divided into two groups. Selected students in both EIVG and MCG group have to practice English tenses five times. After the practice, all students have to fill the technology acceptance model questionnaire. The results of this study indicated that students' attitude and intentions may influence by the Perceived Usefulness. If the game makes students learn more from the content, it will trigger students' attitude and intention to use game-based learning systems.
AB - This study investigated technology acceptance model of students by using Embodied Interactive Video Games (EIVGs) and Mouse Click Games (MCGs) to learn English tenses. Junior high students (N = 200) were selected, and divided into two groups. Selected students in both EIVG and MCG group have to practice English tenses five times. After the practice, all students have to fill the technology acceptance model questionnaire. The results of this study indicated that students' attitude and intentions may influence by the Perceived Usefulness. If the game makes students learn more from the content, it will trigger students' attitude and intention to use game-based learning systems.
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U2 - 10.1109/IGIC.2011.6115124
DO - 10.1109/IGIC.2011.6115124
M3 - Conference contribution
AN - SCOPUS:84856095426
SN - 9781457702587
T3 - 2011 IEEE International Games Innovation Conference, IGIC 2011
SP - 29
EP - 30
BT - 2011 IEEE International Games Innovation Conference, IGIC 2011
T2 - 2011 IEEE International Games Innovation Conference, IGIC 2011
Y2 - 2 November 2011 through 3 November 2011
ER -